/* * Copyright © 2022 Imagination Technologies Ltd. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ #include "rogue.h" #include "rogue_builder.h" #include "util/macros.h" #include /** * \file rogue_schedule_uvsw.c * * \brief Contains the rogue_schedule_uvsw pass. */ /* TODO: See if maybe this can/should be done in rogue_lower_END instead? */ /* Schedules UVSW task control instructions. */ PUBLIC bool rogue_schedule_uvsw(rogue_shader *shader, bool latency_hiding) { if (shader->is_grouped) return false; /* TODO: Support for other shader types that write to the unified vertex * store. */ if (shader->stage != MESA_SHADER_VERTEX) return false; /* TODO: Add support for delayed scheduling (latency hiding). */ if (latency_hiding) unreachable("Latency hiding is unimplemented."); rogue_builder b; rogue_builder_init(&b, shader); /* Check whether there are uvsw.writes. */ bool uvsw_write_present = false; rogue_foreach_instr_in_shader (instr, shader) { if (instr->type != ROGUE_INSTR_TYPE_BACKEND) continue; rogue_backend_instr *backend = rogue_instr_as_backend(instr); if (backend->op != ROGUE_BACKEND_OP_UVSW_WRITE) continue; uvsw_write_present = true; break; } if (!uvsw_write_present) return false; /* Insert emit/end task before the final instruction (nop.end). */ rogue_block *final_block = list_last_entry(&shader->blocks, rogue_block, link); rogue_instr *final_instr = list_last_entry(&final_block->instrs, rogue_instr, link); if (!rogue_instr_is_nop_end(final_instr)) unreachable("UVSW emit/end task need to be the final instruction."); b.cursor = rogue_cursor_before_instr(final_instr); /* TODO: If instruction before nop.end is uvsw.write then * UVSW_WRITETHENEMITTHENENDTASK. */ rogue_UVSW_EMIT(&b); rogue_UVSW_ENDTASK(&b); /* TODO: replace nop.end and add end flag to final uvsw instruction instead. */ return true; }